Hello all!I'm currently testing a beta version of a text adventure, a fan game for the new My Little Pony.So, for the past year and a half I've been working off and on on a little text adventure (by little I mean about 6700 lines of code, though a lot of that is string literals) and I'm at the point where I could really use some testers.

Note: In applet form it is deployed with the usual angry security notices that seem to plague applets without certificates, really sorry about that, but I'm not sure how to fix it without spending lots of money. I also know that there is at least one way to reach the end message: Thanks for playing! But the adventure was built with multiple paths and I haven't had a chance to test out all of them (I never respected game testers more than when I tried it for myself).

And now a little background into this game’s creation:

MLP is kind of a weird phenomenon. I got into it because I was stuck in an internship and wanted something to read and there were a bunch of people watching it who were into writing stories. The show is surprisingly good for inspiration in that sense as, like other impressive cartoons of this era including Adventure Time and Gravity Falls, it has a pile of mysteries at its core and a lot of background that needs filling in.

The background piece I'm trying work on? Well, one of the characters of the show is basically an immortal goddess. She has this jerk nephew who she still gives some privileges in spite of her generally rational and decent decision making... The nephew is not a member of her divine sub-species or anything so it brings up a question. Why does she keep him around?

The answer I came up with was that a long time ago, someone who wasn't related to her by blood must have done something to impress her, something so incredible that she still thinks of that person as family... And as someone who has lived for thousands of years and lost some actual biological family (but that's another story) she must really, really cling to whatever she has left, even if it's just some incredibly diluted descendent... Which is why she keeps that little jerk so close to her.

The idea was too interesting. I had to see where it went. So I made a story, and now a game to go along with it. I know it won't appeal to everyone, but I think it's worth a look.

I’d really be happy to hear any comments from the community at all, I know the game probably has more than a few bugs in it in this build and there’s a little more I want to add to it in terms of story as well… In short, it’s playable, but far from complete.

UPDATE: The current version now has all of the "First Draft" story content I wanted to add to it (which means it may be subject to heavy revision). Bug fixes, UI patches, save files and more are still to come!

UPDATE2: The new version now supports multiple screen resolutions and previous issues with the background have been resolved!

Suggestions:- Allow some increasing levels of detail when questioning, examining surroundings and actors, etc. Go into greater detail if requested or perhaps even if repeated.- Potentially allow some actions that might interrupt or change certain actions by others.- Potentially allow your protagonist to respond more verbally, non-verbally, physically and so on.- Potentially have random or set comments from the antagonist, cohorts or bystanders.

First of all...

WOOHOO! Chaucer345 gets +1 encouragement!

Believe it or not, the top two of those choices are already implemented. Each of the four characters you meet has a stat which tracks their opinion of you when you speak to them, and their responses to certain questions and how much they're willing to help you changes based on how you treat them. Did you get to the exploration section where you get to walk around the compound and talk to people?

As for save files... sigh.

Okay, so I wanted to add save files to this game so bad from the beginning, but I was trying to get it hosted on a website that flatly refused to allow file downloads. The very first version of this program was actually written in C++, but the file download was rejected out of hand as too suspicious. I then sort of started developing it with an "in browser" mentality... which is why I tried to make an applet, because they are such a popular and effective method of distributing games online... XD.

So in short, you're absolutely right and save files are high on my list of new features.

Aside from that, I get a wonderfully terse output "Text area" on the commandline, which is fun.Oh, and the text box area thing in the window is editable, which is mighty strange imo. Then again, if I get an ending or something that says "You have died" I can probably just edit it to say "You totally lived happily ever after and you're the best player of this game ever" or something like that. So that's always fun.

In case it helps, I'm running Win7 64-bit.

Cheers! /)

(Oh, and the average EqD reader - myself included - probably doesn't know Java, and thus can't get past the quiz to post on this forum to even do any bug-reporting shenanigans. Fortunately, I was bored, and dug up some online Java compiler stuff, learned basic Java, and did enough stuff to realize that the example program on the registration quiz just outputs the year Einstein died. Derp. Just an FYI to include some kind of alternate means of contact/filing bug reports if you submit to EqD again.)

EDIT: Testing under OpenJDK 1.6.0_27 in Linux Mint 12 64-bit, it seems to run the same as under Windows (which is good). One thing I did notice was the phrase "half hearted", which I think should have a hyphen.

Aside from that, I get a wonderfully terse output "Text area" on the commandline, which is fun.Oh, and the text box area thing in the window is editable, which is mighty strange imo. Then again, if I get an ending or something that says "You have died" I can probably just edit it to say "You totally lived happily ever after and you're the best player of this game ever" or something like that. So that's always fun.

In case it helps, I'm running Win7 64-bit.

Cheers! /)

(Oh, and the average EqD reader - myself included - probably doesn't know Java, and thus can't get past the quiz to post on this forum to even do any bug-reporting shenanigans. Fortunately, I was bored, and dug up some online Java compiler stuff, learned basic Java, and did enough stuff to realize that the example program on the registration quiz just outputs the year Einstein died. Derp. Just an FYI to include some kind of alternate means of contact/filing bug reports if you submit to EqD again.)

Have you tried increasing your screen resolution to 1920 X 1200 and expanding the window? I always had to expand the window to see the whole picture of what was going on in my run-throughs of that current build. Also, if you have java experience, I am using a JFrame and have been having trouble getting the window to open wider on launch. Seriously, all you need to do is widen the window and it should work.

Update: Also, this is why I desperately needed testers, I just noticed that I've been testing it at 1920 X 1200.

I totally would expand the resolution if I could... problem is that my laptop's maximum resolution is 1280x800.My desktop's monitor (which is inaccessible atm) is 1440x900, so that doesn't help much either.

I totally would expand the resolution if I could... problem is that my laptop's maximum resolution is 1280x800.My desktop's monitor (which is inaccessible atm) is 1440x900, so that doesn't help much either.

I'm working on adjustable resolution right now and testing on your screen resolution, give me ~ 1 hour.

UPDATE: Sorry, I'm late, swapping a GUI to relative positioning is difficult. I will have something soon.

Okay, so I have now created a version that at least functions at multiple resolutions, though it has several known background and layout issues that I will be working to fix. The new version can be found here:

I spent a long while in the first half or so of the game (the "wounded--multi-resolution-version-.jar", that is), and blazed through the second half by pressing 0 over and over. I think I died in the process. Anyway...

Most of what I found was typos, which I've copied below (You ought to just be able to search your string base for the exact text)"

2) What's you're problem with me?1) I know those stretches, you were a solider yourself.He nods "I'm a soldier...I wish there was something I could do to help her out, bu I worry she's a little scared of me."Uhh... didn't we already talk about that?."She frowns. "Anway I ended up in Equestria...The healing potion is my personal favorite, they're realy hard to make...scared to talk too much about herself. I definitely know what that'slike.There's a heavy duty Spring attached to it, and a lot of rubber...Ura smiles. Okay, then, lets make ourselves a glow lamp. She reaches..."Say could you help me out?" I need the Cretz."tiny bit of magic that lets them glow to scare of light fearing cave species...few minutes of light, but if you mix in somethin that slowly...She catches sight of the solution still sitting open and blushes.smashing her hoof into tube over the beaker shattering it.hurtled bodilly into the metal security door.(only one newline per option when you go back to first room)2) Oh c'mon! You're not Hard Knock! You've been helping me from the start, what have I done tomake you think I'm going to turn on you now?3) I'll... I'll go get help.(newlines also off-and-on broken talking to Ura)There's an agonizing screech as Blueblood drags his horseshoe across the side of the medicine cabinet."Everyone broke down and couldn't do their jobs at the first sign of crisis. that doesn't seem okay to me. (and no newline following option 1)Ura is the most talented alchemist I've ever met, even the unicorns were afraid of her. (Flow feels wrong. Perhaps period instead of comma?)Hard Knock turns away. "Whatever you say boss." (missing comma)Ura smiles uneasilly.Soldier you should totally come by soon so we can go spelunking. (missing comma after "Soldier")I'm so broken I can barely help myself." (imo, feels like it needs a "that" after "broken". But that may just be me.)3) How did you collect this little union of yours?4) I'm not going to lie, things seem pretty stacked against you.Well, just about all of my friends nearly died because I'm such a massive clutz...I like making friends where ever I go (should be "wherever")"I swear, you pick up one guy. Once!" Ura was in a tight spot. (Quotation shouldn't end after "once," and if the next sentence is a new paragraph, put quotation marks there instead)Us dragging victory from the jaws of defeat on this one may be a long shot, but at least it's shot." (KAPUT. DEAD. Oh, you mean "a shot"?)The door to the east is suprisingly Heavy duty.Examine North door->"The door to the east is suprisingly Heavy duty" (Lolwut?) locker is present, filled with dangerous implements. (space on beginning of new line)Plus everyone's allways telling me to look out for diamond dogs... a bit too hard. (space at beginning of newline)Darn I need to find a better catch phrase." (needs comma after "darn")Honestly I should be asking if you're okay""But... now that I think about it, Neri seems to still want to go spelunking with you... (WHO IN THE WORLD IS NERI?)"I guess we came from some simmilar places.""Think about it pegasus." (needs comma)"Yeah, honestlythis thing is way more of a hazard than a help. I'll probably askBlueblood to help me take it down."Examine Doors -> you only seem to look at one door"Thinking of going of spelunking?" Ura asks.they're not really hostile the earth pony unions have been trying to get them on our side... (missing period in here) some success..." (space at newline)She scratches her head "I guess...Soldier can I talk to you for a minute? (missing comma and end of quotation)she had eyes that could drill deep into ponies souls ("ponies' souls" for plural possessive)Ura pulls out a very familliar beaker.The alchemist produces a crystal clear flask... (should be "crystal-clear")...white and BLUE all over? Heh... Okay, that was terrible" (missing period at end)"Thinking of going of spelunking?" Ura asks.

Next up were a few bugs/strange behavior that I noticed:Choosing option 0 twice from start ends up in a single-path line, with option 1 doing nothing most of the time, ending at a choice where no option does anything. ( also throws an exception every time you try to enter an option: http://pastebin.com/hbyNTd7W )

In a lot of places, you can choose option 1, option 3, or option 4 as many times as you'd like. However, option 2 ends with "We've had that conversation." or similar.

At end, can choose 1 or 0 to make credits repeat, but not anything else.

Pressing 1 every time you enter a new area is kind of strange imo.

Overall, I quite enjoyed it. The story itself was quite engaging, and the choose-your-own-adventure style of input was quite a lot easier to pick up on than standard Zork-style text adventure input (as well as being easier to code, I'd imagine!). Kudos, and good luck on this project! I'll test more as I have time/energy.

I spent a long while in the first half or so of the game (the "wounded--multi-resolution-version-.jar", that is), and blazed through the second half by pressing 0 over and over. I think I died in the process. Anyway...

...

Next up were a few bugs/strange behavior that I noticed:Choosing option 0 twice from start ends up in a single-path line, with option 1 doing nothing most of the time, ending at a choice where no option does anything. ( also throws an exception every time you try to enter an option: http://pastebin.com/hbyNTd7W )

In a lot of places, you can choose option 1, option 3, or option 4 as many times as you'd like. However, option 2 ends with "We've had that conversation." or similar.

At end, can choose 1 or 0 to make credits repeat, but not anything else.

Pressing 1 every time you enter a new area is kind of strange imo.

Overall, I quite enjoyed it. The story itself was quite engaging, and the choose-your-own-adventure style of input was quite a lot easier to pick up on than standard Zork-style text adventure input (as well as being easier to code, I'd imagine!). Kudos, and good luck on this project! I'll test more as I have time/energy.

Hmm... The zero thing is not supposed to be a viable option, I will have to implement a fix, and deal with all those typos XD.

I have no idea what's going on with that exception, is it just something that happens in the background or does it cause the program to crash?

As to the moments where sometimes it's only possible to have a conversation once, that was actually intended. The idea is that those conversation options are sensitive to the individuals who you are discussing them with and they don't want to go over them again and again... I know having the other options repeat is kind of artificial, but I'm not sure if there's an easy way to fix that in the current build...

And as for the whole dying thing, don't worry! You get better. Kind of... : )

Edit: Also for the record... I can't believe I called her Neri. Neri is... Well, she's another zebra who showed up in this story. If you really want to know about her, go and read Agnus Dei on Equestria Daily. Honestly though, I'm not sure if Agnus Dei is a story or a collection of poorly organized pain...

Just got through this the first time, and I loved it. I experienced a few dialogue bugs like someone says something, but then it skips to another conversation, but other than that it was really fun.

Glad you liked it!

I was worried there might be some conversation jumps though, could you point out where they occurred?

The biggest one I found was if you're a unicorn and you help Ura make the glow lamp. If you took away Wind's flask earlier, and tried getting everyone's help with the bellows, once you convince her to let you help, when you come to and Hard Knock says he will clear the room, i get this.1) I'll do it2) Say nothingright after that Ura says that there wasn't much gas leakage and goes into a whole new conversation without me choosing either 1 or 2

I should note that one of the things that I would be really grateful for assistance with at this point would be typo fixes. It sounds minor, but I've learned that anything and everything that distracts a player from the game needs to be hunted down and dealt with. I've actually been having some trouble getting the spell checker in Eclipse to work, even though I've modified the preferences so it should be searching through string literals, although to be fair grammatical errors might not be picked up by this, which would make sense as I'm using escape characters for a lot of my punctuation. Any assistance you guys could provide would be incredibly useful.

Sorry for the slow updates, I've been poking around with some graphics to train up for the planned sequel to this project, Buried. I thought I'd let you know that the first submission to the Wounded Comic Contest is in, and let me tell you, the competition looks like it's going to be pretty stiff.

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